The main menu is the best it's been in a long time. It looks a lot better than the mobile OS that was GT6, and it's even faster. Granted, it's on a better system, but still, for a menu that was supposed to be a lot faster to load and stuff, GT6 got a bit hairy. The entire menu system is very well organised, everything's right where it's supposed to be, and while it may not be as colorful as it could be, it's not an assault on the eyes either.
Visually, it's ok. But then again, I'm a cheapskate who hasn't yet been converted to PS4ProMasterRace and has money to spend on a huge TV with fancy SciFi features. Then again again, if I wanted things to look über-amazing, I'd watch a J.J. Abrams movie. Any lack or detail of trackside objects, likewise.. not really a thing I pay too much attention to in a racing situation. If that can save some performance to spend elsewhere, I'm mostly fine with it. I will agree that there could be a little more in the way of life, but this is still the beta, so I'd perhaps expect some changes there.
Car handling, from what I've been able to experience when the only rear-wheel drive cars I have are limited to an oval, is a lot like you'd expect from a GT game. Whereas in.. certain other games.. it feels like every car wants nothing more than to kill you (no matter how much you try), GTS feels like it invites you to push that little harder, brake a little later, accelerate a little earlier. And when things inevitably go wrong, you know you've only got yourself to blame. It doesn't feel like the game decided that you, by random chance, should have no grip at this point in time. And that's just it - as long as the car is in its comfort zone, it'll do exactly as you tell it to and, if you're precise enough on the sticks, you can position it exactly where you want it. Is it a simulator? Probably not, so if you're the 1%, you can pass on it.
Short note on the HUD: I really do like the rev bar. I had my concerns at first, but it's actually quite handy, at least in these early stages.
Now, the biggie: the tracks available for today.
- Brands Hatch is.. well, it's Brands Hatch. Driving it feels exactly like it does on GT6, so while there's nothing wrong with it, it's not a stand-out either.
- Blue Moon Bay. It's there. It's a tri-oval. Can't say I'm a particular fan, but I guess at least it's not a retexture of NIS. So there's variation in ovals now. Good.
- Dragon Trail is where it's at for me personally. Creating good original tracks is one place where Polyphony leaves everyone else in the dust, and, quite frankly, it's been a while since we last had a brand-new one of those. The first sector-and-a-bit is definitely a contender for Top 10 Sectors On A Fictional Racetrack. I like how the first kink feels like it can set up an overtake into the chicane, which, given the angle of the second part, could work for an undercut. The last part, though, is where the money's at - the way the right hand kink, which is taken at full throttle in a WRX N300, feeds you into the slower nearly-hairpin which requires you to jump on the brakes the moment you've straightened up again.. I don't know how good that section works for racing, but as a corner combination, that's about as good as it gets. Also that little right kink after the hill - I like to think that's taken from a GT5 Course Maker track of mine, but made a little more.. reasonable .